Monday, September 17, 2018

Global illumination system for Unity

Continuing on my ray tracing engine I made a tech demo of a custom CPU based global illumination system in Unity. The system can handle diffuse, specular, transparent and refractive materials - with caustics too. The solution is utilizing sets of rays that are bouncing into the scene and storing the light data into textures. In addition as an optimization step I used Monte-Carlo method to approximate light coming in each bounce. This method doesn't give an absolute light result as would be in our real world, but is often used in many engines to speed things up while giving a close approximation of the real world lighting. At least but not last i embedded Nvidia's Denoiser as a final step to smooth and clean up the final result.




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